Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).
-30% Attack Travel Time
+20% Birth Rate
-25% Draft Cost
+30% Specialist Training Credits
Fog Immunity
+15% Own casualities when attacking
+15% Own casualities when defending
Can't use Barracks
Can't use Stables or War Horses
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Griffins | (10, 0) | |||
Harpies | (0, 10) | |||
Drakes | (8, 5) | 2,000gc | 5.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Greater Protection, Town Watch and Illuminate Shadows
Avians draw upon the unyielding power of the skies, their wings guided by the winds of fortune. In perfect harmony with the heavens, they strike with a speed and grace that leaves their enemies awestruck, cementing their rule over the skies.
(Only triggers in War and Hostile Relations) Once activated, the next attack (that meets all requirements BEFORE the next day) will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target.
24 Utopian Days
Until use or next day.
+25% Wizards Per Acre (WPA)
-25% Military Training Cost
+10% Offensive Military Efficiency
+50% Science Effectiveness - Sorcery
+1% Extra Mana Per Tick
-10% Enemy casualities when attacking
-10% Enemy casualities when defending
+35% Thief cost
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Night Rangers | (10, 0) | |||
Druids | (0, 10) | |||
Drows | (8, 8) | 2,000gc | 6.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Blizzard, Mage's Fury, Nightfall and Meteor Showers
Delving into forbidden channels, spellcasters draw upon the void between realms — a place where essence costs nothing, but always at a price. For a fleeting time, their sorcery flows unimpeded by material cost.
When activated, all offensive spells (excluding Rituals) cost no runes for the next 3 Utopian Days. Can be reactivated after 24 Utopian Days.
24 Utopian Days
3 Utopian Days
+8 Food Bushels Created Every 2 Acres
+6 GC Created Every 2 Acres
+2 Runes Created Every 2 Acres
-10% Combat Instant Spell Damage Received
-15% Own casualities when attacking
-15% Own casualities when defending
-10% Sabotage Damage Received
+25% Battle Losses - Ambush
+10% Battle Losses
-25% Castle Effectiveness
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Huldras | (10, 0) | |||
Nymphs | (0, 11) | |||
Will O The Wisps | (10, 5) | 2,100gc | 5.75 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Greater Protection
Ancient groves awaken at your call, growing in harmony with your armies. These sentient forests ensure a constant bond with your steeds, shielding them from theft and decay.
Your stables will fill to maximum capacity each day. Immune to Steal War Horses.
+50% Offensive Spell Duration
+15% Wizards Per Acre (WPA)
+100% Self-Spell Duration
+15% Thievery Per Acre (TPA)
Train Thieves with Credits
-10% Income
-5% Max Population
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Magicians | (12, 0) | |||
Druids | (0, 10) | |||
Beastmasters | (6, 9) | 2,100gc | 6.25 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Guile, Blizzard, Greater Protection, Fountain of Knowledge, Tree of Gold, Revelation, Righteous Aggressor and Fountain of Knowledge
Faeries possess an unparalleled connection to the ethereal plane allowing them to enhance Mystic Vortex with devastating precision. While others struggle to dispel enchantments, Faeries effortlessly strip all spells from their targets, leaving them vulnerable.
Until the end of activated day, successful casts of Mystic Vortex will remove all active spells from the target province.
24 Utopian Days
Until use or next day.
+10% Max Population
-10% Military Training Cost
-25% Military Wages
+50% Science Effectiveness - Cunning
+25% Thievery Per Acre (TPA)
+1% Extra Stealth Per Tick
-25% Birth Rate
+25% Building Construction Cost
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Strongarms | (10, 0) | |||
Slingers | (0, 10) | |||
Brutes | (8, 7) | 1,500gc | 6.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Quick Feet, Invisibility, Nightfall and Fog
Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.
Upon activation, all Thievery losses on operations are reduced by 75% until next day.
24 Utopian Days
Until use or next day.
-25% Reduced Damage from Amnesia
+10% Income
+10% Science Effectiveness
Dungeons hold +20 prisoners
-20% Wizards Per Acre (WPA)
+25% Military Wages
+25% Military Training Time
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Swordsmen | (10, 0) | |||
Archers | (0, 10) | |||
Knights | (9, 5) | 2,400gc | 5.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Fountain of Knowledge, Revelation, Scientific Insight, Reflect Magic and Greater Protection
In the crucible of war, clarity sharpens. With every passing day, determination hardens into insight — an unyielding focus that fuels the march of discovery.
While in war, gain +1% Science Efficiency per day, up to a maximum of +15%. This bonus resets when war ends.
+20% Battle Gains
-50% Draft Cost
+10% Enemy casualities when attacking
+10% Enemy casualities when defending
+25% Rune Cost (excluding Ritual)
-30% Thievery Per Acre (TPA)
Self Spell Mana Cost Increased by 1
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Goblins | (10, 0) | |||
Trolls | (0, 10) | |||
Ogres | (10, 3) | 2,100gc | 5.0 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Bloodlust, Aggression and Wrath
Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.
Successful attacks plunder additional resources (gold, runes, food) equivalent to 25% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).
+10 Prisoner Capacity Per Acre
-100% Food Consumption
Always Carries and is Immune to the Plague
Offensive specialist gets +1 strength
Prisoners convert into Elites over time
Soldiers convert into Specialists over time
-25% Watch Tower Effectiveness
Can't Train Elites
Can't use Dungeons
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 3) | |||
Skeletons | (10, 0) | |||
Zombies | (0, 10) | |||
Ghouls | (10, 4) | 999,999gc | 5.5 | |
Mercenaries | (8, 0) | |||
Prisoners | (8, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Animate Dead, Ghost Workers and Righteous Aggressor
A festering sickness clings to the wounded, seeping into soil and storehouse alike. It rots structure and spirit, draining the strength of those who endure it.
Enemy provinces successfully attacked by this one suffer -15% Building Efficiency and +30% Food Consumption. This plague can be cured with Nature's Blessing or by building Hospitals.
+50% Land Effect - Guilds
-25% Combat Instant Spell Damage Received
+50% Hospital Effectiveness
+25% Science Effectiveness - Resilience
+25% Science Effectiveness - Shielding
+1% Extra Mana Per Tick
+50% Land Effect - Towers
Elite gets +5 offensive strength
Self Spell Mana Cost Reduced by 1
Can cast Support spells on Kingdom mates
Convert Specialists into Elites on Attack
Elite gets +3 defensive strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Salvation, Heroes Inspiration, Divine Shield, Ghost Workers and Mystic Aura
Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.
When casting self-spells, Clerics have a 50% chance to double the spell duration and gain 10% of runes refunded.
+10% Building Efficiency
+50% Land Effect - Guilds
+15% Barracks Effectiveness
+15% Training Grounds Effectiveness
+4 Prisoner and Mercenary Offensive Strength
+40% Science Effectiveness - Shielding
+15% Thieves' Den Effectiveness
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
Elite gets +5 offensive strength
Own Sabotage and Insant spell damage will range from -10% to +30%
Own attacks gains will range from 90-130%
+800 Starting Elites
Fanaticism, Bloodlust, Vermin and Soul Blight
Greater Arson
Propaganda
Every strike fuels the Heretic’s madness, igniting a surge of forbidden power. As battle rages, their mind fractures into focus — spellcraft and subterfuge heighten in perfect, volatile harmony.
After each successful attack, gain +1 Mana and +1 Stealth for the next 5 days. This effect does not stack.
+25% Building Credits
+25% Castle Effectiveness
+25% Watch Tower Effectiveness
+5% Military Efficiency
+50% Science Effectiveness - Bookkeeping
+50% Science Effectiveness - Strategy
+25% Specialist Training Credits
Elite gets +6 offensive strength
Convert Specialists into Elites on Attack
Elite gets +1 defensive strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Salvation, Mystic Aura, Mist and Greater Protection
Greater Arson
The siege is relentless, the devastation absolute. The enemy's lands will bear the scars of war leaving broken bones and desolate lands in its path.
For the next 6 days, any successful Massacre attack will also destroy 15% of enemy Farms, Towers and Homes.
24 Utopian Days
6 Utopian Days
+15% Barracks Effectiveness
+50% Science Effectiveness - Crime
+50% Science Effectiveness - Tools
+20% Sabotage Damage
-50% Thief cost
+50% Thieves' Den Effectiveness
+1% Extra Stealth Per Tick
War Horse gets +1 strength
Access all Thievery Operations
Convert Specialists into Elites on Attack
Elite gets +1 defensive strength
Elite gets +5 offensive strength
+800 Starting Thieves
Quick Feet, Wrath, Fog, Gluttony and Guile
A calculated offensive aimed at more than just land — it fractures coordination and exposes gaps in the enemy's defenses. As confusion spreads, their ability to resist subterfuge crumbles.
Your next successful attack applies Coordinated Strike to the target for 4 days, reducing their Watch Tower thievery defense effectiveness by 15%. This effect cannot be used if Skybound Strike is active on your province.
24 Utopian Days
Until use or next day.
+100% Land Effect - Guilds
+100% Science Effectiveness - Finesse
+50% Science Effectiveness - Production
+50% Science Effectiveness - Channeling
+50% Science Effectiveness - Crime
+50% Thieves' Den Effectiveness
+1% Extra Mana Per Tick
+1% Extra Stealth Per Tick
+50% Land Effect - Towers
Convert Specialists into Elites on Attack
Elite gets +5 defensive strength
Access all Thievery Operations
Elite gets -1 offensive strength
+600 Starting Thieves
+600 Starting Wizards
Meteor Showers, Guile, Nightmare, Chastity, Pitfalls, Righteous Defender and Magic Ward
Through relentless study and unshakable will, you bend the fabric of magic with refined precision. Select spells sharpen under your control, becoming devastating tools of suppression and protection alike.
Your deep command over magic significantly enhances specific spells, Chastity - Fully halts natural peasant growth (duration halved), Magic Ward: Duration doubled
-15% Attack Travel Time
+25% Battle Gains - Learn
+50% Science Effectiveness - Tactics
+10% Military Science Books Produced
Accurate Espionage (in war)
Convert Specialists into Elites on Attack
Elite gets +6 offensive strength
+600 Starting Soldiers
+1 Starting Scientists
+600 Starting Specialist training credits
Scientific Insight and Illuminate Shadows
Centuries of foresight and preparation pay off in war, as each victorious campaign yields not only territory, but knowledge. Battle-tested strategies are swiftly recorded, studied, and refined for future advantage.
(In War) Each successful Traditional March against a province within 90–110% of your networth grants science equal to 3 days of passive gain. Max 40 days of science per war.
+100% Land Effect - Guilds
+20% Combat Instant Spell Damage
+15% Training Grounds Effectiveness
-25% Rune Cost (excluding Ritual)
+50% Science Effectiveness - Channeling
+1% Extra Mana Per Tick
Elite gets +5 offensive strength
Convert Specialists into Elites on Attack
Elite gets +1 defensive strength
+800 Starting Wizards
Bloodlust, Soul Blight, Nightmare, Pitfalls, Fools Gold and Magic Ward
Subdue Wizards
As reserves dwindle, raw magic flares with volatile strength. In moments of desperation, every incantation lashes out with amplified force, channeled from the dregs of your waning power.
When mana is below 30%, your offensive spells deal +25% spell damage. This bonus ends once mana rises above 30%.
+10% Enemy casualities when attacking
+10% Enemy casualities when defending
+25% Training Grounds Effectiveness
+25% Damage Inflicted on Massacre Attacks
+10% Offensive Military Efficiency
+75% Enemy battle casualties convert to soldiers
+50% Science Effectiveness - Siege
Elite gets +7 offensive strength
Convert Specialists into Elites on Attack
Elite gets -1 defensive strength
+800 Starting Soldiers
+800 Starting Specialist training credits
Wrath, Heroes Inspiration and Bloodlust
Steal War Horses
War demands a toll in blood, and some strikes are paid in full. As the battlefield erupts in carnage, a dark pact is fulfilled — the enemy suffers grievous losses, both at the front and within their own walls.
Each successful Traditional March has a 20% chance to trigger Blood Price, causing - +35% Military Casualties inflicted on the enemy, 30% of enemy soldiers at home are slain
Here is the effects of all possible rituals.
Affluent | Income +10%, -20% Draft Cost and Draft Speed +20% |
---|---|
Ascendency | +100% Wizard Production, -50% Wizard Losses on Failed Spells, -40% Science Book Production |
Benediction | +15% BE, +50% pop growth, +10% Flat Rate Building Production |
Barrier | -25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA |
Expedient | -30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production |
Expropriation | +15% combat gains, +15% Honor gains, +20% Specialist and Build credits |
Fleetfoot | -10% Attack time, -10% Offensive Military Casualties |
Havoc | Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 15% & Instant Spell damage and Sabotage Damage by 15% |
Onslaught | Increases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15% |
Stalwart | +5% Defensive Military Efficiency (DME) & -15% Defensive Military Casualties |
Here are the effects of each Stance
Normal | None |
---|---|
Defensive | +10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME |
Noble | +50 effects from honor, +20% honor gained, +20% Build Construction Cost and Time, +25% Wages |
Aggressive | +10% Battle (Resource) Gains, +50% Bravery Gains, +15% Military Casualties |
Peaceful | +10% Income, +10% Food & Rune Production, +100% Birth Rate, -10% Military Efficiency, -10% Wizard Production |
Here are the effects of all possible dragons.
Emerald | +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat |
---|---|
Ruby | Reduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees |
Sapphire | -30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt |
Topaz | -30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter |
Amethyst | -15% science effectiveness and effects as if 2 cast of Amnesia were successful on each province instantly and every 6 days |